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The ground teems with crawling termites, biting and stinging as they come.
Termite Swarm CR 6
XP 2,400
N Fine vermin (swarm)
Init +2; Senses darkvision 60 ft., scent, tremorsense 60 ft.; Perception +1
Defense
AC 20, touch 20, flat-footed 18 (+2 Dex, +8 size)
hp 75 (10d8+30)
Fort +10, Ref +5, Will +4
Defensive Abilities swarm traits; Immune disease, mind-affecting effects, visual effects, weapon damage; Resist acid 5
Weaknesses blind
Offense
Speed 30 ft., burrow 20 ft.
Melee swarm (3d6 plus 1d6 acid)
Space 1/2 ft.; Reach 0 ft.
Special Attacks distraction (DC 17), gnaw, lingering sting
Statistics
Str 1, Dex 15, Con 16, Int —, Wis 12, Cha 7
Base Atk +7; CMB —; CMD —
Ecology
Environment warm forests, plains, or underground
Organization solitary, pair, nest (3-6), or colony (7-12)
Treasure none
Special abilities
Gnaw (Ex) Termite swarms can burrow through earth and wood but not stone or metal. Their swarm attack and acid ignore hardness of 5 or less.
Lingering Sting (Ex) Creatures damaged by a termite swarm's acid are sickened with pain (Fortitude DC 17 negates). Creatures can attempt a new save each round at the end of their turn to end this effect. The save DC is Constitution-based.
Termite swarms are the bane of architects and engineers in warm climes. They live in mounds and nests, devouring growing plants, decaying logs, and wooden structures alike from the inside out, and can quickly bring down even a solidly constructed building. They are nearly impossible to eradicate, and react with violence when their mounds are threatened.